New pathfinding - Page 2

New pathfinding

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: New pathfinding

Post by lurker »

Or it was self-heat.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New pathfinding

Post by Forboding Angel »

Am I the only person with a mod that doesn't have this trouble?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: New pathfinding

Post by imbaczek »

i changed the heatmap a bit in the test version so any parameter tweaking should be done there - but in principle, argh is right. the system now works such that it may be possible to give heat values to particular unitdefs instead of/in addition to movetypes, but it's not implemented yet.

also, in the test version a single unit won't avoid its own path anymore.

ps. dragon45: cool-off is nothing fancy, it is reduced by a constant amount (precisely, 1) every frame in the test version and a bit less often in 0.80.2. minimum heat of a square is naturally 0.
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: New pathfinding

Post by Hacked »

i think the heatmap is a great idea once it gets fixed
Post Reply

Return to “Game Development”